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Subject: Re: I understand but...

Author: blass uri

Date: 10:58:04 10/04/98

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On October 04, 1998 at 13:37:09, blass uri wrote:

>
>On October 04, 1998 at 13:06:30, Robert Hyatt wrote:
>
>>On October 04, 1998 at 11:51:20, blass uri wrote:
>>
>>>
>>>On October 04, 1998 at 10:00:09, Robert Hyatt wrote:
>>>
>>>>On October 04, 1998 at 05:24:42, blass uri wrote:
>>>>
>>>>>
>>>>>On October 03, 1998 at 22:07:23, Robert Hyatt wrote:
>>>>>
>>>>> >It really wouldn't help, because this would reduce the size of the current
>>>>>>tablebases by 1/4, because they use 8 bit values.
>>>>>
>>>>>How can you use 8 bit values
>>>>>only to store the move you may need 6 bits because you may have more than 32
>>>>>legal moves even only with king and queen.
>>>>>
>>>>>do you mean 8 bits only to store the result and that the tablebases use more
>>>>>than 8 bits for position(8 bits for result and 5 or 6 bits for the move)?
>>>>>
>>>>>you can save space in the harddisk by not storing the result and computing it by
>>>>>playing the right moves against yourself but in this case you are slower.
>>>>>
>>>>>Uri
>>>>
>>>>
>>>>
>>>>there are no "moves" in the database.  It is a huge stream of bytes indexed by
>>>>a "Godel" number that is simply a concatenation of the squares each piece sit
>>>>on.  IE let's number the squares a1=0...  h8=63.  put the white knight on a1,
>>>>white king on b1, white bishop on c1 and black king on d1.  All we do is take
>>>>the 4 squares and compute b1<<18 + a1<<12 + c1<<6 + d1...  which gives us a
>>>>number that indexes into the database, and the value we find there is +Mate in
>>>>N, -Mate in N, or Draw (0).
>>>>
>>>>No moves, no pieces, etc.  The pieces (the squares they stand on) form the
>>>>key, the result at that position is how many moves to mate, or else "draw"
>>>
>>>I understand
>>>You can  use the exact result of mate in N to compute the move.
>>>
>>>I think that 7 bytes may be enough to store the result if instead of storing
>>>mate in how many moves you store only the number of moves before the next
>>>capture or the next moving of a pawn
>>>because of the 50 moves rule you have only 101 possible results
>>>draw or win in 1-50 moves for you or win in 1-50 moves for the opponent
>>>
>>>Uri
>>
>>
>>I assume you mean "seven bits".  But this doesn't tell me anything about how
>>to choose between two moves in the tree, when one is mate in 10 and one is
>>mate in 30.  And if I keep choosing mate in 30, I encounter problems, because
>>I can end up drawing by the 50 move rule, since the "distance to conversion"
>>doesn't factor in the moves played *before* this position was reached, only
>>what happens *after* this position was reached...
>>
>>In any case, distance to mate is trivial to use, and never screws up.
>
>theoretically distance to mate may cause problems becuase if one is mate in 70
>that is practically a draw because of the 50 move rule and the second is mate in
>80 that is not a draw because there is a capture after 40 moves than mate in 80
>is the right move.

I understand that the tablebases in the first case  may say draw and solve this
problem
>
>I do not understand how distance to the next capture or moving a pawn may cause
>problems because what happened before is not relevant

I think if you imagine the target is not to do mate as soon as possible but to
do capture that lead to winning or moving a pawn that lead to winning then there
is no problem because the distance to win is always become shorter
and after a capture you have a new game

Uri
>
>> I can
>>show you cases where fritz lost in drawn positions because it took the move
>>that led to the "most distant conversion" and overlooked a mate in 2 on the
>>board...
>
>I want to see
>
>Uri



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